
Ready. Set. YO! - Join Penny & Yo-Yo in a kinetic 3D-platformer bursting with innovative gameplay! Showcase your catalog of tricks and chain impressive combos to deliver Penny & Yo-Yo's perfect breakout performance. Take the stage with this vibrant pair in Penny’s Big Breakaway.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About




Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.89−67% | 1.3Kreviews | 80% | — | $210.8K |
| $29.99 | 827ratings | 84% | — | not modelled | |
Engagement
Reviews
Themes across 69 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
As it stands at the time of me writing this, the PC Port of Penny's Big Breakaway is a cesspool of bugs that crumbles under the pressure of being played normally. During my 14-hour, 100% completion playthrough, the following has happened; falling out of bounds multiple times while triggering interactable objects, revolving platforms failing to properly set the player's position when ascending with a magnet, falling out of bounds upon bumping any collision while riding the yo-yo in half-pipes and being sent flying in random directions right when mounting the burger-powered yo-yo for no apparent reason. Now, while those may be the only kinds of glitches I can remember happening, the frequency of these was aggravating. At least one or two of these would happen per stage. I'd love to talk about how fun the concept is or how saucy the gameplay can get at times, but outside of the whole bug infestation the game itself is... just okay. It's a perfectly serviceable, short and sweet time that is not worth the asking price whatsoever. Especially when you have to accept an undisclosed Take-Two Interactive EULA (which in theory breaks Steam's ToS, maybe) if you want to play at all. Plus, despite advertising full Dualshock 4 controller support, the program will completely stop and give up on recognizing any inputs from the DS4 the moment it detects any other inputs from a keyboard or mouse, forcing you to use Steam Input with no way of modifying the controller glyphs from anything other than the default XBox 360 ones you get automatically by using this workaround. And for a game with quick-time events, that's a big hit to its accessibility potential. It's a real shame, because you can tell there's real passion behind the project, but the publisher refused to invest any money on quality assurance or any bug fixing potential for that matter. So now, we're stuck with a PC port for a video game in which there are more bugs in a casual playthrough than your average Sonic 06 runthrough. The current state of the video game industry, amirite? ...I wish I weren't. Ugh.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Jul 30 → 1.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
| $29.99 |
| — |
| — |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 69 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Penny's Big Disappointment. The score system is terribly implemented and due to that the conditions to unlock the concept art can be irritating. Each level has what I'll refer to as a level score that you are required to attain in order to unlock the concept art (in game the art is referred to as postcards). The game has a combo system that it wants you to maintain throughout the entirety of the levels but trying to do this while also solving the denizens dilemmas and collecting the show pieces is very finnicky but doing all of them is required to make up most of your level score but far too often I found myself running a bit short of the needed amount despite making a effort. Combos can be lost at the drop of a hat and there's no timer showing it decreasing so it just seems inconsistent a lot of the time, I can be doing a ton of tricks and as soon as I touch the ground I'll lose it and other times it seems to linger despite me not doing anything to maintain it. I've seen a common sentiment of people of the few people who actively tried to get the postcards just not bothering doing it by playing the game normally and instead choosing to just cheese the score system by spending a few minutes jumping on a trampoline or using similar methods and the worst part is I think Evening Star may actually expect you to play in this manner for some of the scores (assuming it was intended or tested at all, it really feels like a last minute addition as it isn't required to 100% a file). Here's a example explaining why I think that to be the case: I did the third to last Star Globe (these are extra levels that are primarily a test of your skill) called Fireball Fling, managed to do it near perfectly (perfect busking and all!) and I was still only 50% towards unlocking the postcard and this was with the Show-off Spotlight item that massively increases your Busking Bonus active at the time too. I got curious and looked at a video of a Full Combo (a term for getting through a level without breaking a combo once, nets a high bonus) of the level and even with somebody that skilled playing that well at the game, they still fell short of the required score, seriously guys? Getting all the collectibles in a level or just being really fast in a run should be enough and if you're skilled sometimes that is all it takes, but not all the time, which is why I think the system needed more considerations or should have been scrapped entirely in favour of purely focusing on the speed running aspect since that's the part people enjoy the most (barely anyone who likes the game talks about the level score system so I don't think it'd have went amiss). World Six in particular is really well made for some odd reason, to the point that I feel it must've been directed or created by somebody else, if it was made under the same conditions as the other worlds then I really have to wonder what happened because this one world feels so much better designed than the rest. I won't go into specifics as to not spoil anything but it's the only world that adds new methods of getting points that feels scaled to the higher score requirements of the later half of the game (though these methods only appear in world six and none of the ones after that), I never once felt I had to faff about to build up a high enough score for these levels, I could just play normally and get all the collectibles without worrying if I had too little a score to get the postcards of these levels. This positive feeling soon dissipated in World Seven. Art is good (though I find the cutscenes to look a bit cheap), Music is great. In the end I must say I didn't particularly care about any of the cast of characters though I liked the design of the penguins (though they have a annoying aspect to them where if even one latches onto you, it can break your combo even if you are doing tricks) Controls are the biggest point of contention I seen from people and I mostly didn't find them too bad but there was a few things that were a bother, the major one was this method of rotating the right analogue stick while in mid-air to buffer a spin for while you're on the ground, this is required for maintaining a combo in some cases but the issue is that the right analogue stick can also do a move that can fire you forward through the air so while I'm getting ready to buffer a spin to keep a combo going on a small platform, I instead just go flying off into a random direction and into a pit. Even after 100% completing the game (with all the postcards) I can see why the game didn't do well, only around 50% of the people who played it on Steam didn't even beat the first boss after all and I thought it was alright before then! More fool me, I guess. it still felt like it didn't cater to the arbitrary level scores (aside from World Six) even after I've managed to figure out a decent system of maintaining combos. The game really had me second guessing myself thinking I was terrible at it and sure, I'm no pro speed runner but I was able to get the achievement for beating the final level of the game in under a time of 4:30, less than 5% of the players on Steam have managed that so its gotta count for something, right? I wouldn't bother buying unless you don't care about my primary issue with it. If you aren't interested in experiencing the full breadth of the game then you'll probably like it and if you can get a handle on the controls you can achieve some really crazy movement, just don't expect a sequel. If you have a completionist mentality like me, I think you'll find the game just feels confused in some of its design choices. I do genuinely hate that I've left the game feeling this way, I wanted to love it and I thought I would from all the positivity I seen towards it, but that one system just got the peel-out rolling on me noticing more things that caused me to dislike my time with the game. I want Evening Star to do better in the future, at the time of this review they've been recruiting so there's hope, I just personally hope it's something other than Penny, if it's more yo-yo, then it's a no-go!
Feeling reminiscent on how much fun I had on my first playthrough, I downloaded Penny's Big Breakaway and went for a second. I regret it. Let's go over why: The Good: + Visuals: Very bright but pleasing, filled with popping pastel colors and inventive ways they catch your eye, ranging from the poles you swing around to the platforms you bounce on to even the designs of the characters. Speaking, the characters are a smorgasbord of fun shapes and colors, and any dialogue they get gives them some fun personality, even if the voice-acting of the cast is just noises like Banjo-Kazooie characters and Penny is just a silent protagonist. +Level Design: Each stage are super fun to navigate, with a lot of verticality, mechanisms and power-ups to mess with. You can destroy objects and blockades, yo-yo ride up walls, ride ziplines, get shot out of cannons, ride water jets/air vents, bounce off trampolines, yo-yo-ride on water, etc. There's so much to do. That said, the levels are pretty linear, with some occasional forks in the road for Dilemmas or Show Pieces. + Sound: The music is fun and fits the themes of the worlds, with some interesting twists; for example, the desert world has an Arabic aesthetic, but also has some funky twang to it. I like the touch of making it dynamic if you have a Penguin stuck to you. The sounds of swinging up a pole, bouncing of a trampoline, or hitting someone with your yo-yo all have distinct sounds that actually kind of fit with their design. + Gameplay: It's a 3D platformer with insanely impressive movement. You're able to bounce around and swing and dash and speed through each level. Jumps that shouldn't look possible totally can be done through experimenting with momentum and well-timed inputs. Each level gives you Dilemmas, where you have to perform a specific task for an NPC, and gather both coins and collectibles called Show Pieces per level. Doing these, coupled with finishing the level as fast as possible, nets you even more points at the end of the level. Busking, a QTE minigame at the end of each level, can help you in a pinch if you feel like you need a boost to your score. When you can land on the highest platform in the center, you get more QTEs, get a higher amount of bonus points, and get more coins for items in the item shop. Also, as you collect Show Pieces, you can trade them in for bonus levels called Snow Globes - these are challenge bonus levels made to really test your Movement. They add more to the game, and despite being locked by a collectible, seeing the inventive ways Evening Star designed these levels is cool. The Bad: - Gamebreaking Bugs: some people have it different depending on their level, but in my case, I cannot progress through level 6-2 because the cannon shoots me into the wall instead of across the chasm. This was during 2026 on my second playthrough, never happened in 2024 on my first. I went from Proton Hotfix to Experimental, then to 11, 10, 9, and even 8.0.5, which played the game at 1/4 speed, and I did all of this while using SteamDeck=1 %command% in advanced launch options to make the game use Steam Deck presets, since I hear the game runs better on both Decks and consoles; it still happens. I had the save file from 2024 with all of the levels completed, so I went to level 6-3 to see if it's like this for more than just that cannon. It's not: the cannon in 6-3 shot me into the void instead of progressing me through the level appropriately. This leads me to believe ALL the cannons are broken. I EVEN SWITCHED MY DISTRO FROM BAZZITE TO CACHYOS, AND THE CANNON BUG STILL HAPPENED! This is a gamebreaker. No two ways about it. With the last update to this game being in March 2024, I have zero hope the devs at Evening Star will ever address or fix this. - Collision/level geometry: sometimes during either a yo-yo ride through a baseball mitt, or even just interacting with a rounded edge in some of the levels, Penny will freefall like she's gone offstage, but won't make contact with the ground until after a few seconds. This is occasionally funny but mostly a pain, as it breaks your combo and kills you. - Game Engine/Game Physics: the game's FPS is tied to the physics. I found this out when I turned off Vsync and the game speed broke like a vase trapped in a china shop with a bull; I immediately thought of Fallout 76 and my heart fell out of my ass. It's historically common to program games like this, but this is a poor practice in modern game development, since this causes physics to run faster on high-end hardware and slower on low-end hardware, leading to inconsistent gameplay experiences and in many cases breaking the game. - Combos/Scoring/Postcards: These three topics are interconnected, so I rolled them into one: the scoring in the game is determined by your combo. The more tricks you do, the bigger the combo, both the flat value and the multiplier, and the bigger the score. But spamming the same tricks nets you less points, which is supposed to incentive creativity. Getting a high enough score at the end of most levels nets you a postcard, but missing your quota means you have to start over if you want it. This isn't an issue: the issue is how fickle continuing a combo often is: the most "reliable" methods I've been using to keep up my combos are b-hopping, yo-yo riding, and getting a whirl ready while I'm in the air. However, "reliable" is in quotes big enough to use as cell towers: Your combo drops the microsecond you hit the ground, or you can make Kevin Garnett blush with how much travelling you're doing and the combo keeps going. Couple that coin-toss with dropping a combo whenever you take damage or a Penguin latches onto you like a leech, and having to interact with objects for progression, solving Dilemmas, and/or collecting Show Pieces, and your chances of getting a high score become much slimmer. You either a) have to go out of your way to stop what you're doing, do your chores and accept a combo drop, b) try and multitask (hit or miss, depending on the level), or c) ignore them and just bounce on a trampoline for 30 minutes and finish the level and hope you got enough for the postcard. *You should not have to invest several minutes in a level to completing Dilemmas and hunting down Show Pieces, then dedicate another however many minutes in that same level to mindless Tony Hawk-esque tricking and mental arithmetic to determine what score you need to do to maybe get a JPEG at the end.* The Ugly (my own personal gripes/opinions, so don't let these influence your experience): = Coin Shop: The coins you collect throughout your playthrough can be used in the shop for items which give you get-out-of-jail-free cards, such as escaping one capture by the Penguins, or point steroids like the spotlight that gives you bonus points during the Buskers, assuming you did the level hitless. This is either a godsend or a waste depending on how good you are at platformers. = Boss Battles: It's a platformer, I'm not expecting God Hand or something with a lot of depth to boss battles. Each boss battle involves either hitting something 3 times back at someone, usually to go do a thing, or pulling back on something and letting go. The "do-X-things-to-Y-enemy-Z-times", while serviceable, is lacking in innovation and originality, but that's just me. Overall: Despite all of the good this game brings, it is anchored by and drowning in bad. Some silly glitches like bouncing off of rounded terrain can be forgiven, since it's a matter of positioning; being hardlocked out of the game through no fault of my own is unforgivable and completely unacceptable. If you have a console or a Steam Deck, you should be fine, but coupling all these issues with the inconsistent and finicky combo system and I can't bring myself to recommend it, at least not on PC.
Please avoid purchasing this game, whilst all worlds you explore work fine as they should but by the time you get to World 11, the game keeps crashing out which notoriously this happens in levels 2-4 of Workd 11 and the live stream I done via TikTok was absolutely embarrassing. It is nothing to do with the steam deck as it’s all currently up to date, it is nothing to with heat issues as it is cool, I’ve tried with different major games including steam verified indie games and all are fine. But for a gaming developer and publisher to leave this in such a state in one of the levels should hang their heads in shame especially when charging at £25! I have video recorded evidence and I will be more than happy to share this with Valve and with Evening Star & Private Division should they wish to contact me via rg88@ryugamer88.co.uk or via my website at www.ryugamer88.co.uk. But for any gamers out there, please avoid the disappointment and not purchase this game as the ending game to be crashing out is not fair for us gaming content streamers and you guys as gaming consumers. FYI Valve: if the game has not been updated in god knows how long, this should be removed from sale marketing and would like a full refund out of this please. Look forward to hearing from you Evening Star & Private Division. Yours truly, RyuGamer88
This platformer use physics and momentum in a interesting way. The control can look easy but if you don't take care you could easily lose control because of the speed. The game is very colorful and the music is outstanding. Very recommended if you want a different take in mascot platformers and a lot of challenge if you want to complete at 100%.
Eu estava jogando achando o jogo bonitinho, mas estava achando meio méh, mas quando cheguei em Bolhas parece que o jogo começa a fluir bem, todo o setor Bolhas parece bem divertido, acho que virou meu setor favorito, as fases tem bom fluxo e a musiquinha é bem boa, até o momento de Bolhas em diante o jogo me conquistou. (nas minhas configuraçoes tive que deixar tudo no minimo a 1080p sem anti aliasing e sem v sync para jogar normalmente, caso ao contrario o jogo parece ficar em camera lenta mesmo a 60 fps)
Give this game a chance. It's really fun, a bit rough around the edges sometimes but it's genuinely a good time. It has a nice soundtrack, really sweet visuals and a lot of charm. I'm only half way through the game but I'm having plenty of fun. :)
Has a ton of annoying bugs. But the gameplay and artstyle make up for it.
This game is like a potential man situation. I really think it has some crazy promise and ideas however the execution can feel very lacking. However I could also just be bad and not great and getting lots of speed with Penny. Either way I think a sequel to this game would be awesome to hone in on the mechanics and level designs. Even right now the game is pretty fun and has a banger soundtrack.
As much as i would like to play this game it, I unfortunately cannot reccommend it as the game wont even get past the main menu without crashing so yeah the tech issues are not a lie like i literally cant even play the game Update: i contacted the publishers and despite my attempts to get them to help fix the game so I can run it they said they arent able to do so, so yeah purchase with caution
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $31.2K | 439 | 86% | $4.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $2.6M | 5K | 92% | $39.99 | |
| $911.3K | 4.2K | 87% | $11.99 | |
| $202.1K | 517 | 80% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $210.8K | 369 | 76% | $19.90 | |
| $210.8K | 2.8K | 89% | $4.99 | |
| $210.7K | 799 | 79% | $9.99 | |
| $210.9K | 333 | 67% | $29.99 | |
| $210.6K | 296 | 90% | $19.99 | |
| $211K | 790 | 77% | $14.99 |